penembangan Media penbelajaran Matematika电子蛇与天梯游戏学习

Arif Achmad Syaikhu, Y. Pranyata, Trija Fayeldi
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引用次数: 2

摘要

这项研究是基于游戏学习的电子学媒体发展研究,旨在提高现代中学生学习的动力。本研究旨在了解教育游戏的发展和教育游戏的可行性。本研究采用从第一阶段(1)分析开始的艾迪模型应用研究与发展方法;(2)设计;(3)发展;(4)实施;(5)评估。基于媒体专家对Snake and Ladder math mature game eduture test的测试结果,其有效性为88.90%,材料专家为81.25%,学习专家为86.80%,根据学生响应率为97.26%,在使用媒体之前,学生在使用媒体前的学习动机与86.38%到85.78%之间的差异证明是有效的。这表明了基于有效、实用和有效的模拟学习媒体电子学习(eSnL)的产品,可以提高现代中学生学习动机。这一研究是对电子蛇发展的研究(eSnL) mathematics learning媒介的游戏学习基础知识,以便在现代初中里法学院增加学习的动力。这项研究旨在确定教育游戏的发展,并确定教育游戏的功能。本研究应用于研究与发展指标,使用从舞台开始的ADDIE模型(1)分析;(2)设计;(3)发展;(4) implementation;和(5)评估。feasibility test results》蛇和梯子数学教育是declared非常有效的游戏改编自《validation results:媒体《养育with a percentage of validity of 88。90%的养育,材料专家81的25%,与学习《养育》86。是stated 80%, it has to be非常practical改编自《学生反应questionnaires with a percentage of The results 97。26%,学生在使用媒体之前,从76.38%到85.78%,学生在使用媒体之前,在学习学生学习动机的不同方面也有效。这一展示是电子蛇和梯队(eSnL) mathematics learning media development product建立在游戏基础上的游戏实践和有效的,可以增加现代初中里法的学习动力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Pengembangan Media Pembelajaran Matematika Electronic Snake and Ladder Pada Game-Based Learning
Penelitian ini merupakan penelitian pengembangan media pembelajaran matematika Electronic Snake and Ladder (eSnL) pada game-based learning untuk meningkatkan motivasi belajar di SMP Modern Al Rifa Ie. Penelitian ini bertujuan untuk mengetahui pengembangan game edukasi dan mengetahui kelayakan game edukasi. Penelitian ini menerapkan pendekatan Research & Development dengan menggunakan model ADDIE yang dimulai dari tahap (1) analisis; (2) desain; (3) pengembangan; (4) implementasi; dan (5) evaluasi. Hasil uji kelayakan game edukasi matematika Snake and Ladder dinyatakan sangat valid berdasarkan hasil validasi oleh ahli media dengan persentase kevalidan sebesar 88,90%, ahli materi sebesar 81,25%, dan ahli pembelajaran sebesar 86,80%, dinyatakan sangat praktis berdasarkan hasil angket respon siswa dengan persentase sebesar 97,26%, dan terbukti efektif dalam meningkatkan motivasi belajar siswa berdasarkan selisih hasil angket motivasi belajar siswa sebelum menggunakan media dari 76,38% menjadi 85,78% setelah menggunakan media. Hal tersebut menunjukkan produk pengembangan media pembelajaran matematika Electronic Snake and Ladder (eSnL) pada game-based learning valid, praktis dan efektif untuk meningkatkan motivasi belajar siswa SMP Modern Al Rifa Ie. This research is a research on the development of Electronic Snake and Ladder (eSnL) mathematics learning media on game-based learning to increase motivation to study at Al Rifa Ie Modern Junior High School. This study aims to determine the development of educational games and determine the feasibility of educational games. This research applies the Research & Development approach using the ADDIE model which starts from stage (1) analysis; (2) design; (3) development; (4) implementation; and (5) evaluation. The feasibility test results of the Snake and Ladder mathematics educational game were declared very valid based on the validation results by media experts with a percentage of validity of 88.90%, material experts of 81.25%, and learning experts of 86.80%, it was stated to be very practical based on the results of student response questionnaires with a percentage of 97.26%, and proven effective in increasing students' learning motivation based on the difference in the results of the student learning motivation questionnaire before using the media from 76.38% to 85.78% after using the media. This shows that the electronic snake and ladder (eSnL) mathematics learning media development product on game-based learning is valid, practical and effective to increase the learning motivation of students of Al Rifa Ie Modern Junior High School.
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